/* Copyright <2022> <Thorben Linneweber>
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 *
 */

using JitterDemo.Renderer.OpenGL.Native;

namespace JitterDemo.Renderer.OpenGL;

[GLObject(GLObjectType.FrameBuffer)]
public class FrameBuffer : GLObject
{
    public static readonly FrameBuffer Default = new(0);

    public FrameBuffer() : base(GL.GenFramebuffer())
    {
    }

    private FrameBuffer(uint fbo) : base(fbo)
    {
    }

    public void Bind()
    {
        GL.BindFramebuffer(GLC.FRAMEBUFFER, Handle);
    }

    public void AttachDepthTexture(Texture2D texture)
    {
        Bind();
        GL.FramebufferTexture2D(GLC.FRAMEBUFFER, GLC.DEPTH_ATTACHMENT, GLC.TEXTURE_2D, texture.Handle, 0);
        GL.DrawBuffer(GLC.NONE);
    }
}